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About me

Hi, I'm Velorexe, which is my online alias

My name is David and I mainly develop stuff for the Unity game engine. I firmly believe in an open-source nature, where everyone can contribute and use code I've written, therefore all the code that is mentioned in my blogs are also available on my GitHub.

I mainly program using .NET, but I try not to shy away from new challenges. Recently I found a lot of joy in programming in front-end technologies, like this website for example, which is written in Astro and plain JavaScript.

Below you can see my career in a handy timeline. You can toggle the topics you're interested in.

Quintor - Academy/Coaching

In my current position I personally guide interns through Quintor and it's different resources. Along with guiding and coaching, I maintain the academy in place for the Young Professional program hosted for new- and intermediate hires.

Skills: Coaching, Mentorship, Training

Velorexe DevLog

Maintaining my personal website to share some posts about things that interest me, or things I've encountered while programming. I'm still looking to expand my amount of posts, perhaps setting a schedule to write something each would work best. My apologies for not updating it often. My goal was to write a small optimized website that doesn't need any extra JavaScript, Cookies or other junk that clogs your experience. The total size of the website you're viewing is 252KB, last piece of optimization left is writing my own CSS and ditching Tailwind.

Skills: Astro, MDX, JavaScript, Optimization

Quintor - IT Consulant

Working at Quintor as an IT Consultant. In this role I fulfill and develop the wishes of partner businesses. For a great part of this time I was a consultant at ING, one of the biggest banks in The Netherlands, where I helped migrate their older tech-stack to their newly developed front-end frameworks in Lit-Element. In my team I was also partially responsible for helping new team members get started, guide and troubleshoot with our medior engineers and handle incidents. Here I was also in charge of leading front-end engineers stationed several teams, creating a simple, single and aligned workflow.

Skills: Lit-Element, JavaScript, Mentorship, Java, .NET, REST API

Geometry Grass Shader

For a while I was interested in shaders and how to build them, everything in video games is based on those tiny GPU ran scripts after all. So as a challenge I wanted to build a geometry shader build in Unity to display large quantities of grass without the GPU breaking so much as a sweat. By combining several sources, from tessellation to lighting, I managed to get a well-performing grass shader up and running with support for physics as well.

Skills: Unity, .NET, Shader Lab, Tessellation, Lighting

Intership at SyncVR Medical

Applying wearables to Virtual Reality Rehabilitation Programs. SyncVR Medical owns several VR applications that are aimed at medical sectors. My task was to implement a way for SyncVR Medical's application SyncVR Fit to access data inside wearables. This data can be helpful for monitoring users heart rate, connecting a pedometer or other physical-world-values that aren't available inside a VR headset. For this I build a generic Bluetooth Low Energy plugin that can be used to connect BLE devices to the in-Unity build applications. After the internship I open-sourced an newly created version with the same BLE logic to my GitHub.

Skills: Unity, .NET, Bluetooth Low Energy (BLE), Virtual Reality, VRRP

The Hague University of Applied Sciences [Game Development & Simulation]

Creating a game from scratch with fellow students, including game design documents, story, graphics, models, etc. In the end, the game's story and core mechanics were the shining factors, while the graphics and models had a lot to be desired. The game was build in Unity's HDRP (High Definition Render Pipeline), an (back then) incredibly undocumented way of making high-quality games within Unity. My core task was to create a Post Processing shader that renders the world in a hatched pattern, but can show color in specific places.

Skills: Unity, .NET, HDRP, Shaderlab, Post Processing

Unity Visual Novel Framework

Developing a Visual Novel Framework for Unity using a node-based method of creating a story. Each node act as an action inside the game, for example: a node that shows a character, changes the music, presents dialogue, etc. The point was to make it easy to boot up and instantly use to create Visual Novels easily, though it also has support as a drag-and-drop solution for dialogues in games. After the project was done, I made plans to create a revamped version of the framework with an aim more towards writers than developers. A user could write the actions that would appear in the game with a certain syntax.

Skills: Unity, .NET, Framework Development, Dialogue System

Internship at Result! Data AI

Creating a connection between a Flutter mobile application and a SQL Database using a .NET REST API as the solution. Also training a Tensorflow ML model using Transfer Learning to teach it to recognize mile markers next to the road. This model, combined with a Flutter application, would aid in creating a dataset containing images and locations of mile markers across the country.

Skills: Flutter, SQL, .NET, REST API, Machine Learning, TensorFlow

Development on Pokémon Unity

Together with other community members I contributed to the Pokémon Unity repository. Although I started out with small contributions, during 2018 and 2019 I've made several tools to make development on the project easier.

Skills: Unity, .NET, Framework Development